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225 行
5.7 KiB
225 行
5.7 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Localization;
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public class UIManager : MonoBehaviour
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{
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[SerializeField]
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private UIDialogueManager _dialogueController = default;
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[SerializeField]
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private UIInventoryManager _inventoryPanel = default;
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[SerializeField]
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private UIInteractionManager _interactionPanel = default;
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[Header("Pause Screen")]
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[SerializeField] private UIPauseScreenSetter _pauseScreen = default;
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[Header("Pause Screen")]
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[SerializeField] private UISettingManager _settingScreen = default;
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[Header("Gameplay Components")]
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[SerializeField]
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private GameStateSO _gameState = default;
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[SerializeField] private InputReader _inputReader = default;
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[Header("Listening on channels")]
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[SerializeField] private VoidEventChannelSO _onSceneReady = default;
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[Header("Dialogue Events")]
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[SerializeField] private DialogueLineChannelSO _openUIDialogueEvent = default;
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[SerializeField] private VoidEventChannelSO _closeUIDialogueEvent = default;
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[SerializeField] private VoidEventChannelSO _closeUIInventoryEvent = default;
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[Header("Inventory Events")]
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[SerializeField] private VoidEventChannelSO _openInventoryScreenForCookingEvent = default;
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[Header("Interaction Events")]
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[SerializeField] private VoidEventChannelSO _onInteractionEndedEvent = default;
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[SerializeField] private InteractionUIEventChannelSO _setInteractionEvent = default;
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[Header("Pause Events")]
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[SerializeField] private VoidEventChannelSO _clickUnpauseEvent = default;
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[SerializeField] private VoidEventChannelSO _clickBackToMenuEvent = default;
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[Header("Setting Events")]
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[SerializeField] private VoidEventChannelSO _openSettingEvent = default;
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[SerializeField] private VoidEventChannelSO _closeSettingScreenEvent = default;
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private void OnEnable()
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{
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//Check if the event exists to avoid errors
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_inputReader.openInventoryEvent += SetInventoryScreen;
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_openUIDialogueEvent.OnEventRaised += OpenUIDialogue;
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_closeUIDialogueEvent.OnEventRaised += CloseUIDialogue;
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_openInventoryScreenForCookingEvent.OnEventRaised += SetInventoryScreenForCooking;
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_setInteractionEvent.OnEventRaised += SetInteractionPanel;
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_onSceneReady.OnEventRaised += ResetUI;
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_inputReader.pauseEvent += OpenUIPause;
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_inputReader.menuUnpauseEvent += CloseUIPause;
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_clickUnpauseEvent.OnEventRaised += CloseUIPause;
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_openSettingEvent.OnEventRaised += OpenSettingScreen;
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_clickBackToMenuEvent.OnEventRaised += BackToMenu;
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_closeSettingScreenEvent.OnEventRaised += CloseSettingScreen;
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}
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private void OnDestroy()
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{
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//Check if the event exists to avoid errors
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_openUIDialogueEvent.OnEventRaised -= OpenUIDialogue;
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_closeUIDialogueEvent.OnEventRaised -= CloseUIDialogue;
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_closeUIInventoryEvent.OnEventRaised -= CloseInventoryScreen;
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_openInventoryScreenForCookingEvent.OnEventRaised -= SetInventoryScreenForCooking;
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_inputReader.openInventoryEvent -= SetInventoryScreen;
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_setInteractionEvent.OnEventRaised -= SetInteractionPanel;
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_onSceneReady.OnEventRaised -= ResetUI;
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_inputReader.pauseEvent -= OpenUIPause;
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_inputReader.menuUnpauseEvent -= CloseUIPause;
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_closeUIDialogueEvent.OnEventRaised -= CloseUIDialogue;
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_clickUnpauseEvent.OnEventRaised -= CloseUIPause;
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_openSettingEvent.OnEventRaised -= OpenSettingScreen;
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_clickBackToMenuEvent.OnEventRaised -= BackToMenu;
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_closeSettingScreenEvent.OnEventRaised -= CloseSettingScreen;
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}
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void BackToMenu()
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{
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Debug.Log("Back to Menu ");
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}
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void OpenUIPause()
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{
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Time.timeScale = 0;
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_inputReader.pauseEvent -= OpenUIPause;
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_inputReader.pauseEvent += CloseUIPause;
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_inputReader.EnableMenuInput();
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_pauseScreen.gameObject.SetActive(true);
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_pauseScreen.SetPauseScreen();
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}
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void CloseUIPause()
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{
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Time.timeScale = 1;
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_inputReader.pauseEvent += OpenUIPause;
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_inputReader.pauseEvent -= CloseUIPause;
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_pauseScreen.gameObject.SetActive(false);
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_inputReader.EnableGameplayInput();
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}
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void OpenSettingScreen()
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{
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CloseUIPause();
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_inputReader.EnableMenuInput();
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_inputReader.pauseEvent += CloseSettingScreen;
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_settingScreen.gameObject.SetActive(true);
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}
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void CloseSettingScreen()
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{
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_inputReader.EnableGameplayInput();
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_inputReader.pauseEvent -= CloseSettingScreen;
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_settingScreen.gameObject.SetActive(false);
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}
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void ResetUI()
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{
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CloseUIDialogue();
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CloseInventoryScreen();
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SetInteractionPanel(false, InteractionType.None);
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}
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public void OpenUIDialogue(LocalizedString dialogueLine, ActorSO actor)
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{
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_dialogueController.SetDialogue(dialogueLine, actor);
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_dialogueController.gameObject.SetActive(true);
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}
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public void CloseUIDialogue()
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{
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_dialogueController.gameObject.SetActive(false);
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}
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public void SetInventoryScreenForCooking()
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{
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isForCooking = true;
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OpenInventoryScreen();
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}
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public void SetInventoryScreen()
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{
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isForCooking = false;
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OpenInventoryScreen();
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}
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bool isForCooking = false;
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void OpenInventoryScreen()
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{
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_inventoryPanel.gameObject.SetActive(true);
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_inputReader.EnableMenuInput();
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_inputReader.closeInventoryEvent += CloseInventoryScreen;
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_gameState.UpdateGameState(GameState.Inventory);
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if (isForCooking)
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{
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_inventoryPanel.FillInventory(TabType.recipe, true);
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}
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else
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{
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_inventoryPanel.FillInventory();
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}
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}
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void CloseInventoryScreen()
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{
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_inventoryPanel.gameObject.SetActive(false);
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_inputReader.EnableGameplayInput();
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if (isForCooking)
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{
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_onInteractionEndedEvent.RaiseEvent();
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}
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_gameState.ResetToPreviousGameState();
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_inputReader.closeInventoryEvent -= CloseInventoryScreen;
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}
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public void SetInteractionPanel(bool isOpenEvent, InteractionType interactionType)
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{
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if (isOpenEvent)
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{
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_interactionPanel.FillInteractionPanel(interactionType);
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}
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_interactionPanel.gameObject.SetActive(isOpenEvent);
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}
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}
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